/Engine/Source/Runtime/OpenGLDrv/Public/OpenGLState.h
struct FOpenGLRHIState : public [FOpenGLCommonState](API\Runtime\OpenGLDrv\FOpenGLCommonState)
bool
bAlphaToCoverageEnabled
bool
bAnyDirtyGraphicsUniformBuffers
Bit array to track which uniform buffers have changed since the last draw call.
bool[SF_NumStan...
bAnyDirtyRealUniformBuffers
Array to track if any real (not emulated) uniform buffers have been bound since the last draw call
bool
bFramebufferSetupInvalid
FOpenGLBlendSta...
BlendState
TRefCountPtr<F...
BoundShaderState
FRHIUniformBuff...
BoundUniformBuffers
Track the currently bound uniform buffers.
bool
bScissorEnabled
FComputeShaderR...
CurrentComputeShader
float
DepthMaxZ
float
DepthMinZ
FOpenGLTexture...
DepthStencil
FOpenGLDepthSte...
DepthStencilState
uint32
DepthTargetHeight
uint32
DepthTargetWidth
uint16[SF_NumSt...
DirtyUniformBuffers
FOpenGLStream
DynamicVertexStream
Information about pending BeginDraw[Indexed]PrimitiveUP calls.
int32
FirstNonzeroRenderTarget
GLuint
Framebuffer
uint32
IndexDataStride
FOpenGLLinkedPr...
LinkedProgramAndDirtyFlag
We null this when the we dirty PackedGlobalUniformDirty. Thus we can skip all of CommitNonComputeShaderConstants if it matches the current program
uint32
MinVertexIndex
uint32
NumPrimitives
int32
NumRenderingSamples
Pending framebuffer setup.
uint32
NumVertices
uint32
PrimitiveType
FOpenGLRasteriz...
RasterizerState
uint32[MaxSimul...
RenderTargetArrayIndex
uint32
RenderTargetHeight
uint32[MaxSimul...
RenderTargetMipmapLevels
FOpenGLTexture...
RenderTargets
uint32
RenderTargetWidth
GLuint
RunningOcclusionQuery
FIntRect
Scissor
FOpenGLShaderPa...
ShaderParameters
uint32
StencilRef
ERenderTargetSt...
StencilStoreAction
FOpenGLStream[1...
Streams
void *
UpIndexBuffer
uint32
UpIndexBufferBytes
uint32
UpStride
void *
UpVertexBuffer
uint32
UpVertexBufferBytes
Used for if(!FOpenGL::SupportsFastBufferData())
FIntRect
Viewport
GLuint
ZeroFilledDummyUniformBuffer